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This article relates to Pathfinder classes and some house rules for minor tweaks that are aimed at making them a little bit more balanced. Mainly it is about buffing slightly weaker classes to get a buff up to that of other classes.
This article relates to '''Pathfinder classes''' and some house rules for minor tweaks that are aimed at making them a little bit more '''balanced'''. Mainly it is about buffing slightly weaker classes to get a buff up to that of other classes.


Unless otherwise specified, these changes are in addition to the original class features.
Unless otherwise specified, these changes are in addition to the original class features.




Line 15: Line 14:


== Rogue ==
== Rogue ==
The rogue class especially needs some love, considering it's younger brother the Ninja is generally better and that Hökaland generally doesn't include that many traps. They of course exist where it is apropriate, but many locales are not hundreds of year old crypts guarded by automatic systems, but places where soldiers or other walk on a daily basis and can't be so actively trapped. Since trapfinding is the main defining feature of a rogue compared to, for instance, the Ninja, a few minor tweaks are in order.
The rogue class especially needs some love, considering it's younger brother the Ninja is generally better and that Hökaland generally doesn't include that many traps. They of course exist where it is appropriate, but many locales are not hundreds of year old crypts guarded by automatic systems, but places where soldiers or other walk on a daily basis and can't be so actively trapped. Since trapfinding is the main defining feature of a rogue compared to, for instance, the Ninja, a few minor tweaks are in order.
 
'''N.B.!''' These changes are in place of the official Unchained Rogue rules. A player needs to choose one or the other.


'''Level 1'''
'''Level 1'''
* Rogues gain 9 skills per level instead of 8.
* Rogues gain 9 skills per level instead of 8.
* '''Weapon and Armor Proficiency''' - Add all weapons with the 'crossbow' type to the list, including exotic crossbows such as repeating crossbows.
* '''Weapon and Armor Proficiency''' - Add all weapons with the 'crossbow' type to the list, including exotic crossbows such as repeating crossbows. If the rogue takes feat specifically for a crossbow type, it applies to all crossbows. ''(Actual repeating crossbows will be slightly nerfed, however.)''
* '''Finesse Sneak''' - The rogue gains the ability to use her Dexterity bonus in place of Strength bonus for attack rolls as if she had the Weapon Finesse feat. In addition, she adds 1 point of Dexterity bonus (if any) per rogue class level to all of her damage rolls. This counts as precision damage and is not multiplied if using a two-handed weapon (or similar).
* '''Finesse Sneak''' - The rogue gains the ability to use her Dexterity bonus in place of Strength bonus for attack rolls as if she had the Weapon Finesse feat. In addition, she adds 1 point of Dexterity bonus (if any) per rogue class level to all of her damage rolls. This counts as precision damage, which creatures who are immune to critical hits are immune to and this damage. This bonus damage is added after any multipliers such as other feats, critical hits or two-handed weapon strength bonus.
'''Level 2'''
'''Level 2'''
* '''Combat Escapist''' - Escape grapples or pins as a move action. If successful, the agressor of the pin is flat-footed.
* '''Combat Escapist''' - Escape grapples or pins as a move action. If successful, the aggressor of the pin is flat-footed.
* '''Rogue Talent''' - [[Rogue talent|Additional talents]] to choose from.
* '''Rogue Talent''' - [[Rogue talent|Additional talents]] to choose from.
'''Level 3'''
'''Level 3'''
* '''Skillfull Insight''' - Twice per day, the rogue can add her rogue class level as a bonus to any one skill check. This ability can be used once more per day for every 3 levels after up to a total of 7 times at level 18.
* '''Skillful Insight''' - Twice per day, the rogue can add her rogue class level as a bonus to any one skill check. This ability can be used once more per day for every 3 levels after up to a total of 7 times at level 18.
''' Additional'''
''' Additional'''
These seem like interesting ideas but need tome though before implementation. Variant sneak attacks:
These seem like interesting ideas but need tome though before implementation. Variant sneak attacks:
* Courageous Sneak Attack
* Courageous Sneak Attack
**When you successfully deal sneak attack damage, all allies within 30 feet of you gain a +1 morale bonus to attack and damage rolls for one round. This bonus increases by +1 at level 5 and every 4 levels after.
** When you successfully deal sneak attack damage, all allies within 30 feet of you gain a +1 morale bonus to attack and damage rolls for one round. This bonus increases by +1 at level 5 and every 4 levels after.
*Cunning Sneak Attack
* Cunning Sneak Attack
**When you successfully deal sneak attack damage, you may attempt one free trip, steal, or dirty trick combat maneuver on the same opponent with a +1 bonus. This extra combat maneuver can only be attempted once a round. This bonus increase by +1 at level 3 and every 2 levels after.
** When you successfully deal sneak attack damage, you may attempt one free trip, steal, or dirty trick combat maneuver on the same opponent with a +1 bonus. This extra combat maneuver can only be attempted once a round. This bonus increase by +1 at level 3 and every 2 levels after.
 


=== Lore ===
* See [[Chamber of Shadows]] for additional information if the character is or was a member of the Shadows.




== Paladin ==
Since Paladins are based on medieval knights armed with sword and shield (a lot of the time; at least a shield) and the Pathfinder version actively works against most configurations other than "big 2-H weapon", the following alterations have been made:


'''General'''
* A Paladin may take feats involving a shield despite not fulfilling all ability requirements. The Paladin still needs to fullfill all other feat requirements and she may not use these feats unless she is actively using a shield. This includes Two-Weapon Fighting (and related feats) and Missile Shield and Ray Shield.
* A Smite attempt on a non-evil character still works at half its power (round down) if used for a "just cause" (GM's decision).
'''Level 1'''
* Nothing changed
<!-- '''Two-Weapon Fighting (Shield)''' - Gain two-weapon fighting bonus feat while using a shield in the off-hand. A Paladin may take Improved Two-Weapon fighting with this bonus feat as a prerequisite, but it only applies to using shields in her off-hand.-->
'''Level 2'''
* '''Shieldcasting''' - A Paladin can use her shield hand for somatic or touch components of spells or supernatural abilities. She may not use the shield normally for its AC bonus or to attack in the same round.
* '''Improved Shield Bash''' - Gain improved shield bash as a bonus feat (retain AC when using a shield bash).
'''Level 4'''
* '''Improved Shieldcasting''' - A Paladin may use shieldcasting even when using the shield normally or attacking. Normal limitations of actions per round still applies (in most cases a Paladin can't both cast a spell and attack in the same turn).
'''Level 5'''
* '''Shield Apprentice''' - A Paladin using a heavy shield in two-weapon fighting use the same penalties as if she was using a light shield (-2/-2).
'''Level 6'''
* '''Noble Shield''' - A Paladin may retain her shield's AC bonus in the same round as she attacks with the shield.
'''Level 8'''
* '''Improved Shield Apprentice''' - Two-weapon fighting penalties when using a shield in the off hand decrease to -1/-1.
'''Level 11'''
* '''Greater Shield Apprentice''' - Two-weapon fighting penalties when using a shield in the off hand decrease to -0/-0. Special: If the Paladin has the Shield Master feat, all attacks made while carrying a shield receives a +1 bonus to attack rolls and damage.






=== Lore ===
* See [[Church of Rahn]] and the military branch for info.






{{Roleplaying}}


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Nonchalant Thuggery: How to Fix the Pathfinder Rogue
By Mathew in Pathfinder
October 4, 2013 0 Comment
 
Pathfinder Rogue
 
There’s a general consensus on the Paizo message boards that the two classes with the most problems are the monk and the rogue. While the monk has received a lot of love through the addition of various archetypes and combat style feats, the rogue has been been left out in the cold.
 
Part of this has to do with a dilution of the rogue’s role in a group. Why play a rogue, many ask, when I could play an vivisectionist, lore master, archaeologist, or urban ranger? Paizo has been extremely bad at keeping what makes a rogue unique – a wide skill pool, sneak attack dice, and trap finding – unique to the rogue.
 
Power creep has also seemed to skim over the class in many regards. Rogues still rely on sneak attack to remain competitive in combat, and there hasn’t been much done to make flanking or surprising foes any easier.
 
Arguably, the addition of tieflings (with their prime attribute bonuses and darkness powers) to organized play has been the biggest boon. But what class hasn’t benefited from that one?
 
I’d like to propose a few measures to make the rogue a more competitive class. Unlike my post on feat taxes, these measures will be additions to the core class, not revisions. This means no existing feature will be tweaked and that everything in this post could potentially be added in a future splatbook.
 
Here goes!
 
thief2
Variant Sneak Attack
 
Clerics received a small boon in Ultimate Magic in the form of variant channeling. Variant channeling halves the amount of damage a cleric heals or harms with their channel energy ability, but grants a beneficial secondary effect.
 
Given that channel energy and sneak attack operate off of the same ubiquitous d6 mechanic, variant sneak attacks seem like a natural move. Many rogues would be eager to sacrifice damage for greater party utility, and the number of options are limitless.
 
Examples
 
Courageous Sneak Attack
When you successfully deal sneak attack damage, all allies within 30 feet of you gain a +1 morale bonus to attack and damage rolls for one round. This bonus increases by +1 at level 5 and every 4 levels after.
 
Cunning Sneak Attack
When you successfully deal sneak attack damage, you may attempt one free trip, steal, or dirty trick combat maneuver on the same opponent with a +1 bonus. This extra combat maneuver can only be attempted once a round. This bonus increase by +1 at level 3 and every 2 levels after.
 
thief3
Better Rogue Talents
 
Whenever a discussion on rogue talents is stirred, I inevitably make the following comparison.
 
Alchemists, witches, and oracles generally swap a good portion of their feats for bonus class features – discoveries, hexes, and mysteries respectively. Rogues tend to do the opposite, swapping as many rogue talents for feats as possible.
 
Frankly, many rogue talents are weak, poorly thought out, or terminally situational. Rogues need talents that help them deal with their most common issues – lack of combat options, the fickle nature of two-weapon fighting, and the decay of their group role.
 
Examples
 
Two Weapon Focus
Whenever you make an attack with both a main hand weapon and an off-hand weapon in a single round, you gain +1 to hit with each weapon. This bonus does not stack with Weapon Focus.
 
Quick Strike
Req: Two Weapon Focus
Whenever you make an attack with a main hand weapon as a standard action, you may make a second attack with an off-hand weapon at your full BAB.
 
Powerful Sneak Attack
You can choose to take a –1 penalty on all melee attack rolls per sneak attack die you possess to roll d8s instead of d6s on your sneak attack damage. The damage dice increase to d10s if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your strength modifier on damage rolls.
 
Efficient Sniper
The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could if you were using a bow.
 
Precision Sniper
You gain a circumstance bonus equal to your number of sneak attack dice to confirm critical hits with any type of crossbow. This talent does not stack with Critical Focus.
 
Staggering Bolt
Whenever you confirm a critical hit with any type of crossbow, you may choose to stagger your opponent for a single round.
 
Skill Monkey
A rogue that selects this talent gains Skill Focus as a bonus feat, although it must be applied to one of his class skills. This rogue talent can be taken multiple times.
 
Eye for Magic
Req: Minor Magic
A rogue with this talent gains the ability to cast detect magic at will as a spell-like ability, using his rogue level as his caster level. However, he can only use this ability to detect magical traps and abjuration and illusion auras.
 
thief4
Variant Trapfinding
 
Not all campaigns have traps. The notion that every party would require a dedicated trapfinder is a relic from the Gygaxian era of improbable mega-dungeons, where every individual floor tile triggered its own unique and deadly mechanism.
 
Many archetypes already replace trapfinding with another class ability, but I think giving alternatives outside of the archetype system would allow for less rigid customization.
 
Examples
 
Shrewd Negotiation
A rogue adds 1/2 her level to Sense Motive skill checks and to Diplomacy, Bluff, and Intimidate skill checks against creatures who have lied to him in the past 24 hours (minimum +1).
 
Monster Hunting
A rogue adds 1/2 her level to Survival skill checks to follow tracks and to Sense Motive and all Knowledge skill checks against a creature he has tracked in the past 24 hours (minimum +1).
 
Treasure Hunting
A rogue adds 1/2 her level to Perception skill checks to locate valuables or hidden objects and to his Appraise skill checks (minimum +1). An Appraise skill check that succeeds by 5 or more also allows him to discern if an item is magical.
 
Mercantilism
A rogue adds 1/2 her level to Diplomacy checks to gather information and to a skill checks in a single Profession or Craft skill of his choice (minimum +1). He may gather information in 1d2 hours rather than 1d4.
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Latest revision as of 19:09, 14 September 2022

This article relates to Pathfinder classes and some house rules for minor tweaks that are aimed at making them a little bit more balanced. Mainly it is about buffing slightly weaker classes to get a buff up to that of other classes.

Unless otherwise specified, these changes are in addition to the original class features.


Fighter

  • Something to be decided.


Monk

  • Something to be decided.


Rogue

The rogue class especially needs some love, considering it's younger brother the Ninja is generally better and that Hökaland generally doesn't include that many traps. They of course exist where it is appropriate, but many locales are not hundreds of year old crypts guarded by automatic systems, but places where soldiers or other walk on a daily basis and can't be so actively trapped. Since trapfinding is the main defining feature of a rogue compared to, for instance, the Ninja, a few minor tweaks are in order.

N.B.! These changes are in place of the official Unchained Rogue rules. A player needs to choose one or the other.

Level 1

  • Rogues gain 9 skills per level instead of 8.
  • Weapon and Armor Proficiency - Add all weapons with the 'crossbow' type to the list, including exotic crossbows such as repeating crossbows. If the rogue takes feat specifically for a crossbow type, it applies to all crossbows. (Actual repeating crossbows will be slightly nerfed, however.)
  • Finesse Sneak - The rogue gains the ability to use her Dexterity bonus in place of Strength bonus for attack rolls as if she had the Weapon Finesse feat. In addition, she adds 1 point of Dexterity bonus (if any) per rogue class level to all of her damage rolls. This counts as precision damage, which creatures who are immune to critical hits are immune to and this damage. This bonus damage is added after any multipliers such as other feats, critical hits or two-handed weapon strength bonus.

Level 2

  • Combat Escapist - Escape grapples or pins as a move action. If successful, the aggressor of the pin is flat-footed.
  • Rogue Talent - Additional talents to choose from.

Level 3

  • Skillful Insight - Twice per day, the rogue can add her rogue class level as a bonus to any one skill check. This ability can be used once more per day for every 3 levels after up to a total of 7 times at level 18.

Additional These seem like interesting ideas but need tome though before implementation. Variant sneak attacks:

  • Courageous Sneak Attack
    • When you successfully deal sneak attack damage, all allies within 30 feet of you gain a +1 morale bonus to attack and damage rolls for one round. This bonus increases by +1 at level 5 and every 4 levels after.
  • Cunning Sneak Attack
    • When you successfully deal sneak attack damage, you may attempt one free trip, steal, or dirty trick combat maneuver on the same opponent with a +1 bonus. This extra combat maneuver can only be attempted once a round. This bonus increase by +1 at level 3 and every 2 levels after.

Lore

  • See Chamber of Shadows for additional information if the character is or was a member of the Shadows.


Paladin

Since Paladins are based on medieval knights armed with sword and shield (a lot of the time; at least a shield) and the Pathfinder version actively works against most configurations other than "big 2-H weapon", the following alterations have been made:

General

  • A Paladin may take feats involving a shield despite not fulfilling all ability requirements. The Paladin still needs to fullfill all other feat requirements and she may not use these feats unless she is actively using a shield. This includes Two-Weapon Fighting (and related feats) and Missile Shield and Ray Shield.
  • A Smite attempt on a non-evil character still works at half its power (round down) if used for a "just cause" (GM's decision).

Level 1

  • Nothing changed

Level 2

  • Shieldcasting - A Paladin can use her shield hand for somatic or touch components of spells or supernatural abilities. She may not use the shield normally for its AC bonus or to attack in the same round.
  • Improved Shield Bash - Gain improved shield bash as a bonus feat (retain AC when using a shield bash).

Level 4

  • Improved Shieldcasting - A Paladin may use shieldcasting even when using the shield normally or attacking. Normal limitations of actions per round still applies (in most cases a Paladin can't both cast a spell and attack in the same turn).

Level 5

  • Shield Apprentice - A Paladin using a heavy shield in two-weapon fighting use the same penalties as if she was using a light shield (-2/-2).

Level 6

  • Noble Shield - A Paladin may retain her shield's AC bonus in the same round as she attacks with the shield.

Level 8

  • Improved Shield Apprentice - Two-weapon fighting penalties when using a shield in the off hand decrease to -1/-1.

Level 11

  • Greater Shield Apprentice - Two-weapon fighting penalties when using a shield in the off hand decrease to -0/-0. Special: If the Paladin has the Shield Master feat, all attacks made while carrying a shield receives a +1 bonus to attack rolls and damage.


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